Thank you very much skullywag, I will take a look!
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#2
Help / Re: Colonists ignore bill, can't right-click prioritize
October 07, 2014, 04:59:10 AMQuote from: Rikiki on October 06, 2014, 03:21:36 AM
Look at this: http://ludeon.com/forums/index.php?topic=5857.msg62545#msg62545
Same problem I think.
So many redirections to this magic post lately...
OK, that solved my problem. Except that when I add a research requirement for the work table it stops working again just as if it lacked the work giver definition. I guess I'm missing something else. Is this stuff documented anywhere?
You can see my code here: http://ludeon.com/forums/index.php?topic=6652.0
#3
Outdated / Re: [MOD] (Alpha 7) Simple Medicine Craft
October 07, 2014, 04:15:24 AMQuote from: Vaperius on October 07, 2014, 01:37:10 AM
Well I am not sure if it your item or from another mod: but a research item for this it seems is not actually required to build the chemist table: On that note, you probably should increase the cost of Medicine: 20 berries and a few cloth is hardly anything.
25 Berries, 10 Cloth + 1-3 Metal [Because Surgery requires tools right?]
Also I hope you work on the quality of Chemist Lab table: It reminds me of a few Alphas ago... it sticks out: I recommend though you go function over form though and just fix the research and the recipe first though :3
Will do, thanks for the advice!
Also, if anyone out there would like to help with the graphics I'd appreciate it.
EDIT: Yes, the research is from my mod. I commented out the requirement but forgot to delete the research item. Sorry about that, I kind of rushed the whole thing yesterday. I will release a fix ASAP.
#4
Outdated / [MOD] (Alpha 7) Simple Medicine Craft
October 06, 2014, 02:58:10 PM
What the title says. This simple mod will allow you to craft medicine from plants and cloth in a new crafting table (the chemist's lab).
I initially made this mod for my personal use, so it might be a bit rough around the edges. I figured it's good enough for a first iteration.
I've tried to balance the requirements and crafting speeds, but send my way any suggestions you have.
[attachment deleted by admin: too old]
I initially made this mod for my personal use, so it might be a bit rough around the edges. I figured it's good enough for a first iteration.
I've tried to balance the requirements and crafting speeds, but send my way any suggestions you have.
[attachment deleted by admin: too old]
#5
Help / Re: Colonists ignore bill, can't right-click prioritize
October 06, 2014, 03:53:09 AM
Oh! I didn't know about this def... Thank you. I will test this when I get home and mark the problem as solved.
#6
Help / Colonists ignore bill, can't right-click prioritize
October 05, 2014, 06:46:42 PM
Hi. I'm trying to make a simple mod for crafting medicine (10 agave fruit + 1 cloth = 1 medicine). I've added a recipe and a work table with the recipe in it. I can create the new bill, but colonists never get to do it and I can't right-click on the work table to prioritize the bill; the contextual menu doesn't pop up.
I've copy-pasted the stonecutting recipe and the cook stove for making these.
I'm attaching what I have so far. Can anyone please tell me why this is happening? I'm assuming is something very common and obvious, but I've never modded this game before, so I'm obviously missing something.
Thank you!
[attachment deleted by admin: too old]
I've copy-pasted the stonecutting recipe and the cook stove for making these.
I'm attaching what I have so far. Can anyone please tell me why this is happening? I'm assuming is something very common and obvious, but I've never modded this game before, so I'm obviously missing something.
Thank you!
[attachment deleted by admin: too old]
#7
General Discussion / Re: General Lore Discussion
October 03, 2014, 08:50:24 PM
What about biological advantages instead of purely technological ones? The first posts of this thread made me think of the Nox from Stargate.
#8
General Discussion / Thank you for this game
November 09, 2013, 10:09:38 AM
I just wanted to praise you for making this amazing game. Even at this early stage, with its limited options, everything just clicks into place. The game manages to create very interesting situations and I'm having a lot of fun.
I actually tried making this exact game a year ago (except without breathable air outdoors*) and obviously didn't manage to pull it off. I was left wanting to play it so bad, even to this day, that when I saw the first 10 seconds of gameplay of Scott Manley's first video on this I immediately closed it and came get the game.
I also want to thank you for including the prototype pack with the alpha order. Looking at these was quite insightful. I don't want to make this post longer than it already is, so that's all. Thanks!
* On that note, why did you eliminate the need for "air mining" there is in the last prototype? Sounds like an interesting idea.
EDIT: Just to elaborate a little on the breathable atmosphere thing. I like the idea of an (even more) oppressive environment you have to defend your colonists from. Even as an optional or random feature on new game generation. It would force you to deal the with the issue of claustrophobia in different ways. And would make combat situations more tense, specially if people required functioning spacesuits.
I actually tried making this exact game a year ago (except without breathable air outdoors*) and obviously didn't manage to pull it off. I was left wanting to play it so bad, even to this day, that when I saw the first 10 seconds of gameplay of Scott Manley's first video on this I immediately closed it and came get the game.
I also want to thank you for including the prototype pack with the alpha order. Looking at these was quite insightful. I don't want to make this post longer than it already is, so that's all. Thanks!
* On that note, why did you eliminate the need for "air mining" there is in the last prototype? Sounds like an interesting idea.
EDIT: Just to elaborate a little on the breathable atmosphere thing. I like the idea of an (even more) oppressive environment you have to defend your colonists from. Even as an optional or random feature on new game generation. It would force you to deal the with the issue of claustrophobia in different ways. And would make combat situations more tense, specially if people required functioning spacesuits.
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